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Lugormod 2.0.0.0

 
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PostWysłany: Czw 21:29, 13 Lis 2008    Temat postu: Lugormod 2.0.0.0

Robo troche się pośpieszył, 1.0.9.7 do 2.0.0.0 Wesoly
[link widoczny dla zalogowanych]


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PostWysłany: Sob 22:09, 15 Lis 2008    Temat postu:

To jest syf. Nie ma tam tavion (oprócz różnych bugów) Max saber attack/def/throw 3

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PostWysłany: Nie 12:54, 16 Lis 2008    Temat postu:

LOL

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PostWysłany: Nie 15:04, 16 Lis 2008    Temat postu:

Wiesz, Geno ma tavion

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PostWysłany: Nie 15:23, 16 Lis 2008    Temat postu:

NIE WIEM... LOL
/SABER1 TAVION


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PostWysłany: Wto 19:55, 25 Lis 2008    Temat postu:

Heh no no robo przyspieszył swoje działania

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Ostatnio zmieniony przez Special dnia Czw 18:54, 27 Lis 2008, w całości zmieniany 1 raz
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PostWysłany: Śro 23:57, 26 Lis 2008    Temat postu:

Ok, co dokładniej się zmieniło w tym wydaniu Lugormoda?

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PostWysłany: Czw 19:10, 27 Lis 2008    Temat postu:

Ze strony:



Lugormod U# 2.0.0.0
Submitted by RoboPhred on Mon May 26, 2008 - 10:28 pm

The 2.0 release of Lugormod focuses on the admin and inventory systems.

New Account system

The account system has been completely remade from scratch. While the user might not see any difference, it runs a lot faster and more efficiently, is able to hold more data, and takes a lot less work for stuff to be added.

During the remake, I added a few cvars:


lmd_accBaseDays

Number of days to keep an account between user logins.
Default 0


lmd_accLevelDays

Level modifier for days to keep an account between user logins. Days added is account level multiplied by this value.
Default 7


lmd_accMaxDays

Maximum number of days to keep an account between user logins.
Default 70



New Administration system

The 1.0.9.7 admin system is no longer in existence, disregard everything about it.

The admin system has been completely remade (again) to give the greatest flexibility while still remaining backwards compatible and being fully usable as the original version was.

The core of the new change is that, rather than admin abilities being considered linear (1, 2, 3...), they now use named roles that are not dependant on each other. This means that it is now possible for two different admins to have completely separate command sets.

For example, a builder admin can have "place" but not "tmpban", and an officer admin can now have "tmpban" but not "place".

These roles are called "authfiles" after the files used to define them. You can also give multiple authfiles to a single admin, so you do not have to worry about making authfiles for every combination you want.
In this way, you can create the core admin roles and just grant/remove these roles to control what set of abilities your admins have.

The ranking level system is still in place to stop lower admins from using commands on higher admins, to control what authfiles an admin can give other players, and for the command modifiers listed below.
Since a user can have multiple authfiles, and each authfile can define its own rank, the user's rank is the best rank of all their authfiles.

To grant admin, use "GrantAdmin <account> <authfile>" to give admin to an account, and "GrantTempAdmin <player> <authfile>" to temporarily give a player admin.
Either command will list all authfiles that the user can grant if not all arguments are present. An admin cannot grant authfiles that are higher than their highest admin rank.

To remove admin, use "RemoveAdmin <account> <authfile>" or "RemoveTempAdmin <player> <authfile>". To remove all authfiles, use "all" as the authfile value.

Two new commands have been added to help with the new system:

The admin command "myauths", automatically granted to all players with admin, will list all authfiles the user has. It also lets them see what commands are in each, and what modifiers these commands have.

The admin command "authinfo" has also been added. It does the same thing as "myauths", except that it shows all authfiles in the server, and is not given to all admins.

In addition to authfiles granting commands, authfiles also can attach modifiers to commands. Currently the two modifiers are:

Restrict: The admin will not be able to use this command unless another admin of the given rank or better is on.

Report: Whenever the admin uses this command, all admins of the given rank or better will be told of it, and see the full command used.

These should make it a lot easier for servers to put admins through a trial period.

The third major component of authfiles is "auth flags". These flags allow you to control admin "perks" that were previously hard coded to certain levels.

The current set of auth flags are:


1: Admin chat
2: Freely use callvote, ignoring any disabling cvars.
4: Allow entities created with the "place" command to save.
8: Prevent players from spectating.
16: Always let this admin spectate, ignoring any disabling cvars.
32: Do not let players ignore this admin.
64: Use cheat commands.
128: Have access to the god profession, ignoring the lmd_admingodlevel cvar.
256: Have bot waypoint commands.

To create an authfile, make a file under data/<your data folder>/authfiles with an extention of ".auth". The format is:
rank: <auth rank>
flags: <auth flag bitmask>
<command>: <data>

The command data is a comma seperated list of command modifiers.

Here is an example authfile that has rank 5, and gives the "place" command only when a rank 3 or better admin is on, and reports the command to those admins.


rank: 5
flags: 3 //so the player's placed ents will save.
place: restrict,3,report,3,

For backwards compatibility, you can continue using the admin system exactly as you have been, aside from the renamed commands.

The mod will automatically create authfiles for all of the linear levels based on your command level def file and the mod defaults, and give them suitable defaults for auth flags.

Also, upon giving a player a level authfile, any other level authfile they have will be removed, so you don’t have an admin with both "level 1" and "level 3" admin.

All admin settings will carry over from previous versions, including the abandoned 1.0.9.7 admin. Note that individual admin commands granted in 1.0.9.7 will not carry over, as this feature was not remade.

If you want to disable a public command, set its level to "-1" in the command level definition (cmdleveldef) file. Adding a public command to an authfile will NOT disable it for regular players, but authfiles can still grant the use of disabled commands.

If for any reason you want to give admin commands, ranks, or auth flags to regular players, you can do so by creating an authfile by the name of "default".

Other general admin changes:

All admins are now immune to being kicked off the server.

The "freeze" admin command will now no longer work on players that are superior in rank to the user.

Profession based admin cheats (inf binoc stash range, invincible shield, infinite cloak) now are only active when the god profession is being used.

Admin cvars:


lmd_adminCheatsLevel: Admin auto-level to grant cheat command access to.

This has no effect on custom authfiles, only on auto generated authfiles.


lmd_saveAllPlaced. Save all entities made with the place command, regardless of admin status.

For those of you who rely on the bug that causes this to happen.
Defaults to 0.



New Inventory system

With the feedback I got from the lugormod community, I redesigned the iObject system to greatly expand its usefulness and capabilities. IObjects are now closer to entities than items, as they are generic types that can be sculpted into whatever purpose you want.

The greatest example of this is that you can change the name they use. Rather than having all keycards called "keycard", you can now name them specific things such as "quest pass", "crystal", whatever you want.

Also, the often requested feature of items "combining" has been added. Most iobjects support combining into each other, so that rather than having 10 keycards of 1 use each, they will become 1 keycard of 10 uses.

Combinability is dependent on the given name of the object, as well as the item itself (max value, non-matching purpose, and the like). You can disable combining on an item by setting the "noCombine" generic key.

All iObjects support a set of generic keys. Currently, these keys are:


name: The custom name you want this item to have.
noCombine: If this is set to 1, this item will not combine with others.
noDelete: If this is set to 1, the user will not be able to delete this item.

The current iObject types are:


medpack (combinable)

health: Amount of health to give when used.
shield: Amount of shield to give when used.
uses: Number of uses.


weaponpack (not combinable)

weapons: bitmask of weapons to give:


2 WP_STUN_BATON,
4 WP_MELEE,
8 WP_SABER,
16 WP_BRYAR_PISTOL,
32 WP_BLASTER,
64 WP_DISRUPTOR,
128 WP_BOWCASTER,
256 WP_REPEATER,
512 WP_DEMP2,
1024 WP_FLECHETTE,
2048 WP_ROCKET_LAUNCHER,
4096 WP_THERMAL,
8192 WP_TRIP_MINE,
13684 WP_DET_PACK,
32768 WP_CONCUSSION,
65536 WP_BRYAR_OLD,
NOTE: this does NOT give ammo. The user must pick up ammo to use, or in some cases see, the weapon.

Future versions will be able to give ammo and use text keys rather than a bitmask, and be combinable.


ammopack (combinable)

blaster: Blaster ammo count.
powercell: Blaster ammo count.
metalbolt: Blaster ammo count.
rocket: Blaster ammo count.
thermal: Blaster ammo count.
tripmine: Blaster ammo count.
detpack: Blaster ammo count.


upcount (combinable) Inverse keycard, for collection quests.

property: Name of the property to grant access to when enough of these are picked up.
max: Grant access to the property when "current" is greater than or equal to this.
count: Current number of item type picked up. When another upcount item with the same name and property key is picked up, this number is increased by the new item's current value. Defaults to 1.


downcount (combinable) Keycard 2.0

property: The property to grant access to while "current" is less than "count".
max: Maximum number of times to allow access to the property.
count: Current number of uses left.
noAutoDelete: Set this to 1 to disable automatic deletion this item when it runs out of uses.



While "keycard" still will spawn using a conversion placeholder for backwards compatibility, its item no longer officially exists. Use "downcount" instead.

Custom Skills

I have added a system to let admins set up quests that make use of custom skills. Not to be confused with profession skills, these skills do not affect the player directly, but are just a way to store custom level data onto player accounts.

To set a custom skill, use the lmd_customskill entity. Set the "skill" key to the name of the skill you want to set (choose your own name), and the "value" key for the value you want to use.
By default, the entity will try to add the value to the current value, "leveling up" their skill. If you want to directly set the value, either to store a text value or to force the skill to an exact number, set spawnflag 1 on the entity.

Custom skills can be checked on any entity that supports the usability keys. The keys are:


customskill

The name of the skill to check.


customskillcompare

Comparison type. -1 for direct compare (use this for text), 0 for greater or equal to, 1 for less than.
Default of 0.


customskillvalue

The value to compare to.



Disabling chat

The cvar lmd_chatDisable can be used to disable certain chat types.
It is a bitmask, and uses the following values:


1: Say
2: Team
4: Tell
8: Admins
16: Close
32: Buddies
64: Friends

If the cvar lmd_chatDisableUseSay is set to 1, then all disabled chat modes (except for "say", obviously) will be sent as "say" rather than just not being sent.

Vehicle cloaking
If you set the cvar lmd_vehCloaking to 1, then users with a cloaking item can use the "use_cloak" console command to cloak their vehicle. The cloak fuel will drain twice as fast while cloaking a vehicle.

Professions


Limited saber offense and defense to level 3 for balance. Limited saber throw to level 3, levels 4 and 5 have no difference.
Profession loader will now check for invalid skill levels when loading, and remove them if found.

Entity changes


lmd_train added.

Exact same code as func_train, but uses models.


Finally fixed modelscale for lmd_door, lmd_mover, and lmd_train.

Credit to BobaFett for leading me on the right track.


Added "property" key as generic usability key.
Removed "fixdoor".

No longer needed with default entity editing.


Admin command "/items" removed.
Added spawnflag 1 to target_credits: don't display message.
Added "survivePoints" and "excapePoints" to unused baseJKA entity "target_excape".
Added spawnflag 1 to unused baseJKA entity "target_excape": do not end the game when someone escapes. Still will end if time is ran out, need to remake this setup.

Removed spawnflag 1024 for misc_turretG2.

Property is now handled in player usability keys. For backwards compatibility, spawnflag 1024 will set 512.


Flipped misc_turretG2 targeting logic for usability keys.

This will make turrets attack everyone by default. Servers that made use of usability keys before now will need to reverse them.


Added "moveangles" key to lmd_door.

Angle to rotate to when moving (will not rotate the hitbox).


trigger_space now will not operate when deactivated.

Supports spawnflag 128 to start disabled.


Added usability key support to trigger_space.

Because I can.


Spawnstring viewing should no longer cap the text shown to 1024 characters.

Command system changes

Added confirmation framework. Some irreversible commands will ask you to "confirm" them via the "/confirm" command. This will be expanded to more commands later on.

Bug fixes


Added check to block accounts from being registered with a number for a username.
Accounts that already do this will continue to work.
Fixed max ip cvar only counting connected players, which was making it worthless for fake player protection.
Prevented bots from using an account that does not have the bot profession, should stop issues with bots being made with same name as an account.
Fixed "use_cloak" command not doing proper checks or calling the real cloak item function.
Fixed "/chatmode", was still attempting to use old chat system and causing a crash.
Fixed misc_turretG2 checking property against itself, not against the player.
Message function will now break long strings into smaller chunks to not crash clients.
Fixed entities marked as unsaveable being saved.
Replaced lugor's cmdleveldef parsing code with basejka parser code. It will no longer fail when comments are added to the file or there are empty lines.
Fixed basejka bug where weapon log had all weapons after "stun baton" with the wrong name due to not having "melee" in the list of names.
Capped dismemberment limbs to 7 per player (one for every dismemberable body part).
Older ones will be deleted when new ones are created.
Fixed inventory list command 'offset' argument not working.

Tweaks


God cheat removal and scale reset on duel now for all players, not just admins.
Improved "/where" output for all players. Converted "time" system to have accuracy to seconds. This is in preparation for "offline regen" that will be used in a future version.

Jailed by time message now only shows decimal if it has to, and shows as many places as it needs (10/0.5 minutes, rather than (10.00/0.50 minutes).
Stopped "/give *" giving weapons to force user profession, as they are checked and removed when they are fired anyway.
Rcon chpasswd now checks argument for being an id as well as a username.

Refactors


Cleaned up "King" code.
Improvements to datastring ("key,value") parser.
Linux compatibility work.
Started on functions to standardize and improve console output.


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PostWysłany: Nie 21:27, 21 Gru 2008    Temat postu:

[link widoczny dla zalogowanych]
RoboSh... ekhm Phred napisał:

Bug fixes
Fixed default ents not marked as savable.


This caused the default map ents and worldspawn to not be imported into the entity file and "reappear" on map restart.
Fixed entities not resetting for in-place respawns.


Fixes odd entity behavior when using "spawnstring edit"
Added "real" fix to invalid forcepowers crash.
Fixed "/inventory use" crashing (again).
Fixed inventory items getting invalid data when keys are left out.
Fixed crash on medpack item being used up.
Fixed "/trace" not showing entity count on key trace.
Fixed "lastip" value being invalid after map restarts and changes from first connection.


Was preventing tmpban from working properly.
Fixed misc_bsp crash when using "spawnstring edit" on it.
trigger_multiple will no longer be "hackable" by those who cannot use it.
Fixed medpack combining improperly.


Will now combine count if base item has it set, or health/shield if not.


Features
Made medpack only subtract health and shield when used it count = 0.

Tweaks
Fixed linux crashlogs not including version number.
Cleaned up unused code from ClientUserinfoChanged.
Renamed medpack "uses" key to "count", more in line with entities.


The old key will still work.
Clarified error message on spawnstring view (unknown entity vs not a custom entity).
Fixed "/trace" showing entity 0 when a text string is given rather than an entity number.
Forced mod to always load default entities.


The map file parser stops working after a few runs, so misc_bsp entities were causing the game to crash on clearmap.
Removed "entitylist [entity number]".


Was worthless, just use trace.


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PostWysłany: Śro 2:41, 31 Gru 2008    Temat postu:

no pracuje a w końcu na głowie ma jeszcze jka galaxy mod

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PostWysłany: Śro 12:35, 31 Gru 2008    Temat postu:

on nie ma co w domu robić? IMO jeśli będzie w "taki" sposób pracować to nic z tych modów nie będzie...

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PostWysłany: Czw 0:53, 01 Sty 2009    Temat postu:

Ehhh... większość takich ludzi to same lifelessy... Poza tym, przez to głupie U# 2.0 straciłem 38 leveli na !!BOSS!! =[ Teraz już nie mogę tak efektywnie ich niszczyć. =[

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PostWysłany: Czw 17:19, 01 Sty 2009    Temat postu:

Alerd napisał:
on nie ma co w domu robić? IMO jeśli będzie w "taki" sposób pracować to nic z tych modów nie będzie...


czemu nie ma co w domu robić?


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PostWysłany: Pią 12:16, 02 Sty 2009    Temat postu:

No... Jeżeli zabiera się za tyle roboty w komputerze. Zresztą... jak ja jestem w domu, to też przeważnie na komputerze. (bo jakoś tak nudno) No... jeszcze gitara pozostaje

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